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Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
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@@ -1,6 +1,4 @@
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#include "BasePropertyServer.h"
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#include <utility>
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#include "dCommonVars.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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@@ -8,7 +6,8 @@
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#include "DestroyableComponent.h"
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#include "Entity.h"
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#include "RenderComponent.h"
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#include "dServer.h"
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#include "PropertyManagementComponent.h"
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#include "MissionComponent.h"
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void BasePropertyServer::SetGameVariables(Entity *self) {
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self->SetVar<std::string>(ClaimMarkerGroup, "");
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@@ -337,7 +336,7 @@ void BasePropertyServer::BaseTimerDone(Entity* self, const std::string& timerNam
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const auto zoneId = dZoneManager::Instance()->GetZone()->GetWorldID();
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// No guard for the spider instance fight
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if (Game::server->GetZoneID() == 1150)
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if (dZoneManager::Instance()->GetZoneID().GetMapID() == 1150)
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return;
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const auto entities = EntityManager::Instance()->GetEntitiesInGroup(self->GetVar<std::string>(GuardGroup));
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